tibbius says:
... 2400 ...; 2e; Runequest; 3e; 5e; Tunnel Goons; Lasers&Feelings; Tiny D6; Grimwild; ...
OK, so not much Powered by the Apocalypse. That's fine, this is a game for
new players, after all. :)
tibbius says:
... OSR mechanics like Hit Points and Strain, with NSR(*) mechanics like the tripart ...
Interesting. I have no idea what OSR is (no one can agree:). I tend to avoid using the term since it brings baggage and expectations and then people are disappointed when it is was not what they expected. NSR is actually new enough that I —for real, this time— don't know that it means. :)
I don't think HP is particularly OSR? It is a universal trait of most games, no? Very few games don't use something like it.
Even when I 'remove HP' as I said earlier, I might use something like it on a
Monsterhearts-type scale (1 harm is things you can sleep off or take a few days to recover from; 2 harm you should really go to the hospital, but you can get better on your own; 3 harm means you need to go to the hospital NOW, or you will probably die; and 4 harm is 'dead'), that is enough to cover the 'getting hurt' part and the rest is conditions like 'broken leg: -2 to movement; can only make movements that make sense in the fiction' which can transition to 'leg in a cast: -1 to movement; need crutches; can't run, for instance'. Conditions can be a fair bit of work to track, and they need proper thought about the fiction to know when they apply, but instead of 'fully functional at 1 HP' they mean your ability slowly devolves as they mount up, by the time you have -5 you can never succeed at a roll (without something to boost it) and are basically taken out. (
Traveller has a cool system where your HP are you Stats, and they do down, impairing your ability keep going. (So do other games, like
Fellowship, and
Cypher System.))
But this is mainly theory-crafting and not relevant to this game. If you want talk more about this sort of thing we can make a thread for it or take it to the
GM's Round Table (PbtA).
We can talk in the OOC about any choices made in this game and why they were made and such. Again, though if they get too off-topic we can make a thread for it so any players who don't care about the theory can ignore it.
tibbius says:
... WoDu once before but never got into combat so didn't get to see how that worked ...
WoDu combat is pretty standard. But you do have very low HP (at the start, I dislike that it grows with level, but that is just me), so combat is lethal and best avoided.
The main 'unique thing' about WoDu combat/HP is that, it means what it says: When you get a chance you roll your HP to see how many you have... 'have' not 'heal', you could end up with fewer HP after this 'heal' roll than you had before, this represents how, once the adrenaline wears off you realise 'it was worse than you thought'. If you only lost a few HP you might choose not to roll, just in case. (I usually let people choose to keep the old number if they are 'healing in a safe place', but that is just me and on a case-by-case basis.)
Breakers —to my disappointment— does away with this 'roll for HP' and is a 'recover' roll. It works in the setting and avoids a lot of confusion of people saying 'it can't mean what it says, it must mean something else' that WoDu has.
tibbius says:
... Talislanta was the first game to do this ...
I am not sure. We always used to graduate our outcomes based on how close you were to succeeding or how much you were over. I always set Target Numbers in ranges. The three (or four, really) steps of PbtA is a fair compromise on that, but definitely not the first. I think most people were exposed such ideas by
Fate? The Fate Ladder is very cool, but can get a bit esoteric.
tibbius says:
... I wonder whether the mashing together of fantasy/modern worlds was intentionally echoed by the mashing together of 1970s/2010s game mechanics. ...
I am not sure. There really are no 1970s
mechanics in WoDu, it was mainly about the feel. I think Breakers was a logical extension of the feel of WoDu, and tied itself to themes that were popular (or retro) at the time.